Fighter Martial Archetype: Renegade (Revised)
What defines a Renegade is not simply the weapon they wield or the ways they fight. A renegade, above all else is a fighter of sly charm and swagger. With brash cockiness in spades, renegades build their own custom firearms to perfectly suit their own larger-than-life personalities. Particularly well-funded renegades may even have personalised Hextech weapons, but such folk are rare among the scoundrels of Bilgewater. Don’t mistake their boasting for an empty façade – folk who underestimate a renegade’s flashy gunplay tend to wind up dead.
Advice
When selecting this Archetype at 3rd level, it is recommended you are in possession of either a Pistol or Musket from the Renaissance Firearms table on page 268 of the DMG.
Bonus Proficiency
When you select this Archetype at 3rd level, you gain proficiency with Firearms.
Scoundrel's Wit
Starting at 3rd level, you gain proficiency with two of the following skills: Deception, Persuasion, or Sleight of Hand.
Gunfighter Form
Additionally, when you choose this archetype at third level, you begin your study of a unique form of gunfighting that suits your brand of renegade style. This process begins by selecting the form on which to base your gunfighting. Choose one of the following options; each form grants you new abilities and unlocks certain upgrades you can add to your weapons at higher levels.
Pistoleer
Favouring speed and style over raw power. A renegade who adopts the pistoleer form gains the following benefit;
- You ignore the loading quality of Renaissance Pistols.
Sniper
Armed with a large two handed firearm, a renegade who adopts the sniper form can inflict massive damage over a long distance. A renegade who adopts the sniper form gains the following benefit;
- You ignore the loading quality of Renaissance Muskets.
Weapon of Choice
When you choose this archetype at 3rd level, through a combination of salvaging stolen pieces of arcane technology and sheer rakish ingenuity, you can customise your firearm with various upgrades.
Upgrades Known
When you gain this feature, you learn the designs for one minor upgrade and one major upgrade from the Firearm Upgrade list at the end of this Subclass which you keep in an upgrade designs binder. You learn the designs for one additional minor upgrade at 5th level, and one additional major upgrade at 10th level which you can add to your binder. If you come across an upgrade design in written form, you might be able to add the design to your binder. The process of copying the design takes 2 hours and costs 50 gp for minor upgrades and takes 4 hours and costs 100 gp for major upgrades. The costs reflect materials purchased to tinker with different ideas until the design is perfected.
Upgrading a Firearm
Unlike many tinkerers who labour studiously in their workshops, renegades alter their weapons to suit their personal knavish swagger. If you possess a renaissance firearm for the gunfighter form you are trained in, the designs for an upgrade, and you meet any prerequisites specified, you can attempt to apply the upgrade to the firearm. The process of upgrading a firearm takes 2 hours and costs 50 gp for minor upgrades and takes 4 hours and costs 100 gp for major upgrades. The number of upgrades that can be applied to a firearm at the same time are detailed in the table below. No weapon can be given the same upgrade more than once. In order to add an upgrade to a firearm, in some instances a previous upgrade may need to be removed. The process of removing an upgrade takes 2 hours for minor upgrades and takes 4 hours for major upgrades. There is no cost associated with removing upgrades.
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Saving Throws: Some firearm upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
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Firearm Upgrade Save DC = 8 + your proficiency bonus + your Charisma modifier.
Firearm Upgrades Table
| Level | Major Upgrades | Total Upgrades |
|---|---|---|
| 3rd | 1 | 2 |
| 4th | 1 | 2 |
| 5th | 1 | 3 |
| 6th | 1 | 3 |
| 7th | 1 | 3 |
| 8th | 1 | 3 |
| 9th | 1 | 3 |
| 10th | 2 | 4 |
| 11th | 2 | 4 |
| 12th | 2 | 4 |
| 13th | 2 | 4 |
| 14th | 2 | 4 |
| 15th | 2 | 5 |
| 16th | 2 | 5 |
| 17th | 2 | 5 |
| 18th | 2 | 5 |
| 19th | 2 | 5 |
| 20th | 2 | 6 |
Cunning Shot
Starting at 7th level you learn to exploit a foe’s weak spots, even if they appear to have none. The damage delt by your renaissance firearms, including damage delt via firearm upgrades ignores all resistances and immunities.
Grin and Bear It
At 10th level, you can brace yourself in the heat of battle, even when gravely wounded. When you use your Second Wind feature, your AC gains a +1 bonus and your movement speed increases by 10 feet until the start of your next turn.
Right Gun for the Job
At 15th level , your skill with your firearm can adapt to any situation. You learn your second gunfighting form so can now benefit from both the Pistoleer and Sniper skillsets.
Light ‘em Up
At 18th level, you learn to pressurise the volatile force of your firearm’s gunpowder into improvised explosive devices. As a bonus action you can light and throw gunpowder horn or gunpowder keg up to 60 feet away, which will detonate immediately on impact. Alternatively as a bonus action you can set one of these explosive devices down to be detonated remotely either; by firing at it from a distance, or by inserting a timed fuse which will burn for a given number of rounds before detonating the device. The duration of the fuse must be specified when lighting it. Improvised explosive devices created from gunpowder horns or kegs with this feature contain pressurised powder and therefore the blast radius is increased to 15 ft.
Firearm Upgrades
The following list provides various options to enhance your firearms capabilities. These upgrades may be personal touches put on your weapon, or scavenged bits of Hextech that you’ve discovered and rigged to work with your weapon. In order to benefit from a firearm upgrade you must have the corresponding gunfighter form, Pistoleer for renaissance pistol and Sniper for renaissance musket. No weapon can be given the same upgrade more than once. An upgraded firearm used by someone without the requisite gunfighter form will operate as an unmodified base version of the weapon type without any of the upgrade benefits.
Minor Upgrades
Blade and Black Powder
Prerequisite: Pistoleer Form. Your skill with a pistol in close quarters is unparalelled and you have developed a fighting style which involves your pistol and melee weapons, you gain the following benefits:
- being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack roles with your renaissance pistol.
- When you use the Attack action and attack with a light weapon in one hand, you can use a bonus action to attack with your pistol in your other hand.
- When you use the attack action and attack with your pistol in one hand, you can use a bonus action to attack with a light weapon in your other hand.
Caliber Net
By repurposing some salvaged Hextech parts, you equip your gun with an arcane net meant to trap opponents. As an action, choose a creature within range of your firearm. The creature must succeed on a Strength saving throw or be restrained. At the end of each of its turns, the target can repeat this saving throw, ending the effect on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Collateral Damage
Prerequisite: Sniper Form. You alter your ammunition to have explosive capabilities. When you hit a target with a successful attack from your firearm, all creatures within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 piercing damage.
Crosshairs
Prerequisite: 5th level. You equip your firearm with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your Gunfighter's Form feature until the end of your turn.
Double-Barrel
Prerequisite: Sniper Form, 5th level. You add a second barrel to your musket. When you attack with your renaissance musket, you can fire twice with each attack. For example, at level 11 (Extra Attack x2) you would be able to fire six shots. The shots can target the same creature or different creatures. Make a separate attack roll for each shot.
Smoke Screen
As an action, you alter the firing mechanism of your gun to release a burst of ash and smoke. This cloud forms a 10-foot cube centered on a point of your choice within the firearm’s range, spreading around corners, and the area covered by this cube is considered heavily obscured. This smoke lasts for 10 minutes and cannot be dispersed. Once you use this feature, you cannot use it again until you finish a short or long rest.
Major Firearm Upgrades
Barrage
As an action, you can fire a barrage of bullets. Each creature in a 15-foot cone originating from yourself must make a Dexterity saving throw, taking piercing damage equal to 3d10 + your Dexterity modifier on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Double Up
When you hit a creature with a successful ranged weapon attack with a firearm, you can immediately cause the bullet to hit another creature within 15 feet of the original target. The second target takes piercing damage equal to your Dexterity modifier (minimum of one). You can redirect a bullet in this way a number of times equal to your Charisma modifier, and regain all expended uses after a short or long rest.
Lightning Round
You equip your firearm with a volatile piece of stolen Hextech, allowing you to release a piercing bolt of electricity as an action on your turn. The lightning fires from you in a straight line that is 1 foot wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking 3d8 lightning damage on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Trial by Fire
As a bonus action, you can charge your weapons with blazing force. Until the start of your next turn, whenever you make a successful attack, you deal extra fire damage equal to half your fighter level, rounded up. You can charge your weapons this way a number of times equal to your Charisma modifier (minimum of once), and regain all uses after a short or long rest.